Posts Tagged raid

Reasonable Expectations

expectations Reasonable Expectations

Against my better judgement, I’ve started working on gearing up another of my characters that I abandoned after hitting 80 in the month after the WotLK launch.  I’d finished with all of my EoT gear on my Paladin and Shaman, and told myself that I was just going to get exalted with two factions for a couple of tailoring patterns.  In the course of doing that, I ended up getting enough EoT to pick up a couple of pieces of Tier 9, and before long I found myself chain-queueing for heroics on a character that I was going to let rot until Cataclysm.

That’s a long way of saying that I’ve been running even more dungeon finder groups than is my custom recently.  It’s taking a bit of a toll on me – I find myself having less patience with people than I’d like to, and at times acting like a jerk in response to jerkish behaviour.  I wiped a group on heroic Halls of Reflection because I refused to exploit the escape encounter with them.  Technically, they wiped themselves, as I was just standing in a safe spot and didn’t move to heal when when the first wave of adds came, but it’s the same thing in the end.

Around the point where my frustration was getting the better of me, I read an interesting article by Matthew Rossi on wow.com.  In short, he says that putting raid-level expectations onto the people you meet in dungeon finder groups is not only a recipe for driving yourself batty but is unfair to everyone involved.

Between the point of his article and the ongoing commentary from my post on selfishness, I started to think about why these groups were getting to me.  Was it the groups, or me?  Were the groups completing the dungeon?  Yes, for the most part – maybe 5% of the groups I’ve been in have failed to complete the instance, and that was usually on the path to Tyrannus in the Pit of Saron.

Reflection

So if the groups were completing the dungeon, and I was getting my emblems and rolls on loot, why was I getting annoyed?  It was because the groups weren’t living up to my expectations.

A much wiser man than me gave me this sage advice: “expectations are just premeditated resentments”.

The groups that I meet in the dungeon finder don’t tick a check box that says “I promise to live up to the standards of an experienced four-year raider”.  So why was I treating them like they had?

In my defense, I’m pretty lenient about performance compared to some people.  The numbers I quoted in the selfishness articles are the ones I live by – I don’t complain about DPS unless they’re consistently below 1500, and I’ll happily heal a tank with 25k buffed HP through the original heroics.  But when it comes to situational awareness and having respect for other people, I take a hard line.  Neither of these are required for random heroics.  The fomer makes things run a bit more smoothly and the lack of the latter is more a comment on society as a whole than WoW in specific.

Yet I find myself pushing the things that are important to me on people who may have a completely different set of values.  I like clean execution.  The myriad melee DPS who have killed themselves on Krystallus obviously don’t.  But they seem to have fun and don’t blame anyone but themselves.  Obviously I’m taking things a bit too seriously if someone else gets themselves killed and I let that bother me.

Does this mean that I’m going to instantly become an easy-going dungeon runner that lets nothing bother him?  Not likely.  But I will try to put myself in the shoes of people who don’t take this game as seriously, and not judge them so harshly.

(more) Type A Personality...

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Bridging the 10 to 25 Gap

bridge 450 Bridging the 10 to 25 Gap

In the post on guild mergers, I talked a little about what to do when you’re trying to expand from a 10 person to 25 person guild.  Today, I’d like to expand on that a bit outside of the context of mergers or alliances (the latter of which will be covered in a future post).  Hopefully this one won’t turn into an opus (I honestly didn’t expect the last few to run so long, that was just how they looked when I finished writing).

So, you’ve got a 10 person guild.  Perhaps you started it with a few friends, perhaps it was a group of former guild members who left your old guild at the same time, or perhaps you just stuck it out in the trade channel until you had enough people to run a regular 10 person raid.  You may be happy with the situation, but a few of your guild members are making noise about the better loot that they want out of the 25 person raids.  You’re not certain, but you suspect that the sentiment is a common one – people want to run what they perceive to be the “best” content, and for many people that means 25 man raids.

Some practical ideas on how to proceed then:

Is This a Good Idea?

First, make sure the sentiment is commonly held.  It may just be one person rabble-rousing, and you may be better encouraging them to seek a guild that is running 25 person content rather than try to push the guild into what can be a tumultuous period in its life.

There are two points to remember here: Blizzard has decided, at least in WotLK, that 25 person content gives one tier better loot than 10 person content.  They have not, however committed to continuing to do so in Cataclysm.  Remember than the 10/25 versions of every raid were a bit of an experiment for Blizzard.  I think everyone will agree that the experiment has been been successful on the whole, but the item level spread could do with some improvement.  We might see changes to the way the 10/25 split is handled in Cataclysm.

The second point is to remind people that a boss with more HP and damage numbers doesn’t necessarily mean that it’s a harder encounter.  Does it feel more epic?  Sure.  But in terms of raw difficulty, many 10 person encounters are harder.  You can’t recover from the loss of a healer (especially if you’re only using two).  You may not have the full complement of buffs and debuffs to boost your DPS.  For a good while after WotLK released, Sartharion-3D was considered to be significantly harder on 10 than on 25.  I know a former guildie who is more proud of his “of the Nightfall” title than “Twilight Vanquisher”.

What’s driving your members to raid?  Are they in it for the loot, or for the challenge of the fights and the feeling that comes from defeating an encounter after several weeks of refining strategy and execution?  I am more proud of what my guild accomplished in Blackwing Lair (Razorgore to Nefarian in six weeks) back in patch 1.9 than I am of my experience clearing WotLK Naxxramas in three weeks.  The raid size isn’t the point here – it was learning to master things like taunt rotations on the drakes, healing teams on Chromaggus and the periodic loss of a role on Nefarian.  These were new concepts to people used to steamrolling through Molten Core, and to get together with a group of people and overcome them was very rewarding.

I haven’t really felt that same level of accomplishment since (though I am proud of what my guilds have done in WotLK).  Then again, I’ve never been in a guild that pushed hard mode content.

You may find that what people are really craving is that feeling of accomplishment rather than the high item level loot.  When I inspect someone and see item level 239 items (which can only be found in Ulduar-25 hard mode), I’m impressed moreso than people wearing item level 245 (easily obtained from Trial of the Crusader on normal).  If so, perhaps now is the time to revisit the hard modes you didn’t complete.  The extreme hard modes from older content tiers are still something to be proud of beating (though obviously less so the further you get into ICC).

(more) Ways To Get There...

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Loot Accessibility and the Role of Guilds

insert coin evolution Loot Accessibility and the Role of Guilds

I read a post on a bluetracker last week (and forgot to bookmark it – again) in which the poster asked “do you need a guild now that we have the dungeon finder tool?”.

Thinking about that leads me to consider the changing role of the guild in WoW.  Since the initial release, guilds have changed from being the only path to high-level gear to a primarily social organization that provides access only to the highest tier of gear and the latest content.

While the response to patch 3.3 has been overwhelmingly positive, it has pushed a major change in the social dynamic of WoW.  For those who are not driven by the pure challenge of raiding the latest content, the argument for joining a guild as a way of gearing up no longer has as much weight.

Let’s look at what your guild could do for you with regards to loot from release until today.

Vanilla WoW

If you weren’t in a raiding guild, your loot capped out at Dungeon Set 1 (commonly called “Tier 0″), and later on Dungeon Set 2 (Tier “0.5″).  The later parts of the quest chain to upgrade your gear from dungeon set 1 and dungeon set 2 were quite challenging and can arguably be called the first “hard mode” in the game, but once you’d finished it, that was the limit of your progression.

The only raids available were 40 people, and in the early raids like Molten Core and Zul’Gurub the number of warm bodies was more important than individual performance.  As you progressed further, the level of technical skill required increased, as did the rewards.  Still, the raid size requirements meant that you didn’t necessarily join a guild for social reasons.  On any given realm there were a limited number of guild capable of fielding a team into the later raids.

Several encounters (Twin Emperors in AQ40 and the original Four Horseman come to mind) were known as “guild killers” because a few weeks of wipes against them could break the tenuous bonds that held some guilds together.

If you wanted PvE loot, you joined a 40 man raid guild.  There was no incentive to go back and run the old 5 man content on your main.

Importantly: if you ruined your reputation in a large guild, your weren’t likely to get into another top-tier guild that easily.  There just wasn’t as much choice as there is today.  This pressure helped keep some of the drama in-line compared to the nerdrage explosions we see today.

(more) The Burning Crusade...

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My Dog Ate My Frost Resist Set

dog ate my homework shirt My Dog Ate My Frost Resist Set

A comment by Malevica on a recent article inspired me to write about excuses.  Excuses for leaving groups, for missing raids, for poor performance, for lack of knowledge, for not heading to the dungeon when your group fills up and generally just not giving your all when playing with others.

WoW is a game, first and foremost.  Let’s get that out of the way.  Games (not just those played on the computer) have different levels of interaction with others, and different levels of commitment required.

You can stop a game of Solitaire to go make yourself a cup of tea without issue, but the pitcher can’t just walk off the mound halfway through game of baseball because his mother tells him dinner is ready.

I like to think of WoW as being around the same level as a friendly bowling team.  You don’t tend to bring substitutes to the alley, so if one person doesn’t show, the game is off.  If you’re in a tournament or league, an unannounced no-show may prevent your teammates from playing themselves.

I don’t think anyone believes that WoW should trump all else, or that nobody should ever be pulled away from the game for something important.  If a family emergency comes up, you have to go.  The issue is the subjective value of “important”, and the ability of people to be honest, both with themselves:

How much time do I *really* have available to me before I jump in this heroic or raid?

and with others:

I’m sorry, I can’t join the Thursday raid because I have a paper due on Friday, but I’ll be sure to unsign well in advance so you’re not left hanging because of me

We’ve all heard the various excuses for why someone fails to meet a commitment they’ve made to other players:

My guild needs me for a run

I have to go to eat

I wasn’t feeling well

Or the best excuse of all:

What I’d like to discuss (and what I think Malevica was getting at) wasn’t so much the veracity of the excuses themselves, but the need to make them.  Regardless of the reason you give, having to make excuses comes down to two things: not managing your time and assigning a different importance to WoW than the people you play with.

(more How Important is WoW to You?...

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Progression Raid Scheduling Woes

progression raid scheduling Progression Raid Scheduling Woes

A long time ago, in a raid far, far away……

40 stalwart explorers milled about just inside the entrance portal of Molten Core.  Before us stood two massive Molten Destroyers, blocking our path.  But confidence filled the air; we’d been here before.  We’d felled these behemoths before.  We knew what lay ahead of us and just as we had many times before, we knew that the master of this realm would fall to us tonight, giving up a precious set of tier 2 legs that (probably) wouldn’t be usable by anyone in the raid.  Tonight was going to be, as the kids say, “e-z-mode”.

Suddenly, our mirth was shattered by a call from the raid leader:

Ok, everyone back up the chain – we’re going to Razorgore.

That bastard.

At the time, our guild had been farming Molten Core for a few months.  We were very good at it, clocking in around 3 hours and 20 minutes, which was pretty good back in the day for a guild whose gear topped out at tier 1 plus tier 2 helms and sometimes legs.  But we’d been unable to break through the barrier that was Razorgore the Untamed in Blackwing Lair.

Most of the fights in Molten Core were “tank and spank”.  There were a few tricks, but they tended to be simple: someone had to remember to move away from the raid when they had a particular debuff, or you had to tank this add out of line of sight of the boss, or a non-tank had to tend to an add instead of nuking the boss.  For most people, the rule was “wait for 5 sunders, then nuke”.  The hardest part of Molten Core was getting 40 people together to do it, followed by the weeks of farming for materials to make fire resistance gear for the final boss.

Razorgore on the other hand took a whole different type of coordination.  Phase 2 had six teams operating independently.  DPS had to control adds swarming from four corners of the room.  Warriors and hunters were responsible not for killing or tanking things, but running away from mobs whilst keeping them interested enough that they didn’t peel off and attack a healer.  One person had to mind control the boss and use him to break 30 eggs (though Razorgore would break free and come after the controller every 9 eggs).  While this was going on, up to 52 non-elite mobs could be up at once.  Everyone had to know their place, and everyone had to be able to recognize and adapt to changing conditions.

In our attempts to down Razorgore and become a BWL guild, we had been scheduling BWL as the first raid during the week, following up with MC on the second or third days depending on how well we did.  The net effect was (as you can expect) that nobody showed up on nights that we were scheduled to do Razorgore but the roster was overflowing on the days we were running MC.

The only way we were able to get Razorgore down was to sneakily swap raids when we had the right number and mix of people turn up for MC to make an attempt on Razorgore viable.  Of course, once Razorgore went down, the problem quickly subsided, as the earlier bosses quickly went on farm and it became the night with the best time to reward ratio.

Though the example comes from old content, the scenario is I’m sure quite familiar to many guilds today.  How do you motivate people to show up for progression content when the loot that drops from the farm content is as good or better?

The Item Level Problem

ilevel spread Progression Raid Scheduling WoesThis graphic illustrates the problem.  The normal modes of the next patch overlap too much with the hard modes of the current patch.  If you’re only playing for gear, it may be hard to see the point of pushing to complete Ulduar-10 hard modes when the same level of gear will come from a 5-man heroic in patch 3.3.

The problem is exacerbated by the fact that the hardest boss in patch 3.2 (25 Heroic Anub’arak) is not significantly harder than the hardest boss from patch 3.1 (Yogg-Saron with no Keepers).

This all comes down to what motivates your raiders.  I wrote about this in further detail back in July.  Once the gap between easily farmable normal content and wipe-fest progression content gets too wide, the only type of raider you’re going to attract are the “Raiding Until It’s Been Done Right” group.  Most everyone else will (fairly, it must be said) decide that the time to reward ratio is not worth it.

(more) Fulfulling Your Purpose...

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The Importance of Dealing with Dead Weight

anvil2 The Importance of Dealing with Dead Weight

Last night I joined an Ulduar 10 semi-pug (half of the attendees were from one guild). Only about half of the members had any experience with the fights, but most of the inexperienced people were receptive to explanations we gave.

Except one.

Our group included one member who had no experience in the instance, hadn’t read any strategies beforehand, put out mediocre DPS for his gear level, continually interrupted the raid leaders with inane comments, and didn’t pay attention to the directions that were given. When he inevitably died early in every boss fight, he continued to spew into raid chat, distracting those who were working to get the boss down. After every lost roll he screamed at the unfairness of the universe.

Basically, he wanted to be carried through the instance and didn’t care that he was making the experience worse for everyone else in the process.

As main tank, I used what latitude I had to address this: more than once I told him to go read strategies during breaks, but he didn’t. By the end I was outright telling him to shut up and asking the raid leader to kick him (as were others who were whispering me).  (as an aside, being on a RP server does  have it’s advantages: I can /yell “for the love of all that is holy, please shut your mouth before my shield shuts it for you” and it fits perfectly coming from a paladin).

This type of character isn’t uncommon in a pickup group. Depending on the instance, you can usually threaten them with replacement and let their desire for loot, but the raid leader last night didn’t choose that route. We got as far as Auriaya and the group disbanded.

We’ve All Seen This Before

The problem is that this archetype is far too prevalent in WoW. Someone who doesn’t feel they have to pull their own weight and doesn’t adjust their behaviour when told that it’s detrimental to the group. It’s not realistic to assume that such people only “turn on the jerk” when in pickup groups, so I have to assume that this was just that person’s personality and that he’d be the same among his own guild members.

As a guild leader, you’re going to run into someone like this really quickly if you haven’t already. How you choose to deal (or choose not to deal with it) can have an impact on your group or guild.  Whether it’s spoken or not, the members of your group or guild will expect you to deal with these situations when they arise.

Why should you care? Because your ability to manage a misfit member of a group is what makes or breaks you in the eyes of the others members of the group. If you can straighten the person out or get rid of and replace them, you’re making their lives easier and they’ll be more eager to group with you or follow your lead in the future. Conversely, if you refuse or are afraid to deal with someone who is pulling the group down, many people (myself included) will either take the job upon themselves (which leads to anarchy) or suffer silently through it and resolve to not join another group that you’re leading.

These more polarized positions are of course more likely to be taken when in PUGs. In a guild, the effect may be more subtle but also more damaging because it affects morale. Nobody’s going to quit because you failed to deal with someone causing drama during a raid. But the episode will be remembered, and when it happens again, you’ll be under increased scrutiny to do better. Fail to do that and you may find people not signing up for raids or otherwise avoiding guild activities because they don’t want to deal with the people problems that go hand-in-hand with large group activities.

(more) Management...

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